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To Heir is Human III Planning 1 |
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Dantrag |
Apr 24 2008, 04:31 AM
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Councilor
Joined: 13-February 05
From: The cellar of the fortress of the fuzz
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Well, I did a little digging in my PM inbox and rediscovered a plan Shogunsniper and I came up with a long time ago for Part 3. I like this idea a lot, as it takes a lot of things we've put into the plot and makes sense out of them. Such as the three kids' importance, and Veric's reason for wanting to become emperor. It also creates a pretty dark setting, which I like. Anyway, just read:
Veric's purpose in becoming sole ruler of the empire is a very selfish one. He learned that in the foundation of the White Gold Tower is a magical power source that only the ruler of Tamriel can even use. Its existence has been forgotten, but it grants the Emperor the ability to exert complete control over his subjects. At least those subjects who have sworn an oath of allegiance. As soon as those subjects swear the oath, they give up their free will to Altair, or Veric.
The twist is that this power also extends to the dead. Everyone that ever swore an oath to past Emperors (blades, guards, etc.) can now be used in Veric's evil plots.
After a long period of peace, Veric will come to power, and soon after, undead armies will start popping up as they will become Veric's main force. He will probably also create a special police force of some kind to force people to swear the oath.
The three kids (Satyana, Amrita, Rann) are important because they have the power to break Veric's hold on those that have sworn the oath.
The heroes will be content for a while, as there will be a long period of peace, but soon they will realize that something has gone horribly wrong. They will probably be forced into exile until they figure out about Rann, Amrita, and Satyana's ability to break the curse. So they will start underground resistance, etc. until they finally overthrow Veric.
That's my (and Shogun's) idea.
This post has been edited by Dantrag: Apr 24 2008, 04:32 AM
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"Its when murder is justice that martyrs are made"
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Dantrag |
Apr 25 2008, 02:59 PM
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Councilor
Joined: 13-February 05
From: The cellar of the fortress of the fuzz
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QUOTE(Olen @ Apr 24 2008, 07:26 PM) What about the snakemen? Or do we assume they scattered and died?
Otherwise sounds good.
I was going to have them create a secret alliance with Veric if Agent Griff was around to give consent. (He plays the general of the snakemen) On another note, when do you guys want to put up the playground?
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"Its when murder is justice that martyrs are made"
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jack cloudy |
Apr 25 2008, 09:31 PM
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Master
Joined: 11-February 06
From: In a cold place.
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Hmm, lessee.
At the start, Flint will be working with Odrik on developing a new kind of Siege engine specifically designed towards defending a city from massive armies. I think he'll exchange letters with Flogir on the project. Seeing as how Flogir is the captain of the Home Guard, he would be very interested in it. Flint faces slight pressure from Aggrippa (who I bet would rather see the Home Guard absorbed into his Legions), but nothing major so he doesn't really hate the man.
Flint does not know about Flogir's interactions with the Narza'Tai. If he knew of it however, it would not harm his friendship with Flogir. He would not approve of it, but he realizes that if it works, it works.
As for Sorian, he could go in all directions really. Just as with Flint at the start of THIH 1, he is neutral and can be taken in by both Agrippa and the people. It really just depends on it. One quick word about 'scum living in villages and preying on traveling merchants' could put him under Aggrippa's thumb, without realizing the truth. On the other hand, I don't see what use Aggrippa would have for him. He is nothing special, just a self-proclaimed hero.
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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jack cloudy |
Apr 26 2008, 05:17 PM
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Master
Joined: 11-February 06
From: In a cold place.
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Hmm, ok. First questions on the Tai. (Tai...hmm...does that mean they eat Thai food? ) The trademark 'poof of smoke' teleportation, can every Narza'Tai do that (implying it comes from an enchanted ring or other small object), or is it something only the few mages can do? Also, the protection of outlying settlements. How exactly do you imagine that? Do they ambush Legion patrols who come too close? (Sounds bad, as that would draw Aggrippa's attention) I'm afraid I'm a bit confused on the matter.
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Fabulous hairneedle attack! I'm gonna be bald before I hit twenty.
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Lord Revan |
Apr 26 2008, 05:51 PM
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Master
Joined: 6-May 06
From: Texas, USA
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During the war the teleportation was strictly just the magical members, but since then members can teleport to a point where a mage has set a Narza'Tai "mark" spell.
The mages can teleport freely, but normal assassins are restricted to a few points (which tend to be strategically placed near protected settlements or gathering places).
As for their protection, early on the Narza'Tai would kill the legionaires who tried to take advantage of the settlers (before the legion had a real leader). Now they don't kill (most of the time) they simply ambush the offenders, steal back and otherwise dish out justice, which entirely up to the assassins involved.
Any military action attemtped is normally intercepted and the survivors are sent back minus their equipment. Eventually it was realized that it wasn't worth wasting resources on the Narza'Tai's territory since they were so modile.
Mostly the Narza'Tai function like the old legion's foresters, keeping dangerous creature populations under control, and rooting out bandits and raiders. The Narza'Tai are so experienced on this land now that they always choose the battlegrounds and the legion can't fight effectively (think about a Vietnam kind of situation for the legions). So yes, they have the good general's eye, but I don't think Altair would let him waste assets when there are easier targets to extort, for now at least.
This post has been edited by Lord Revan: Apr 26 2008, 05:56 PM
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